Rather than speak, the Core snarls and growls ferociously at Chell. These snarls and growls were later used in Valve's game Left 4 Dead , which featured the same actor, Mike Patton, as the infected. In Portal 2 , GLaDOS, due to the loss of this core, sounds very mellow, and barely expresses any emotional indications of hostility; she remains resentful over her attempted destruction and makes snarky comments towards Chell while being tested early in the game.
The final antagonist of the single-player campaign in Portal 2 , Wheatley , also known as the Intelligence Dampening Sphere , is portrayed as bumbling, chatty, desperate when things did not catch up to his expectations, and often hesitant.
He is the first character to have interacted with Chell in the game, and is one of many cores seen awakening at the end of Portal. It was not long before it was revealed by GLaDOS that Wheatley was originally designed by the Aperture Science technicians with the express purpose of rendering GLaDOS less dangerous during her initial activation, via attaching Wheatley onto her to generate an infinite stream of flawed suggestions to distract her.
It was thought that this would prevent her from killing the scientists when activated and improve the operations of the facility. According to GLaDOS, Wheatley is "the product of the greatest minds of a generation working together with the express purpose of building the dumbest moron who ever lived". Due to technical difficulties over time, a core may be detected as a corrupted core and would be subject to disposal.
However, if the corrupted core is the central core, a substitute core must be present in a core receptacle in order to initiate a core transfer. Central core corruption will not be detected if another core is not present.
This is because other cores would not usually be present, except for core transfer. Once a substitute core is found, both cores must agree or disagree on the core transfer procedure. If one agrees while the other disagrees, the transfer process cannot occur unless a Stalemate Resolution Associate is present in order to press the stalemate resolution button, which will initiate the core transfer process once the Associate has returned to the Central Chamber.
All three Corrupted Cores are voiced by Nolan North. This change in GLaDOS as well as Wheatley's behavior further indicates that when a core is corrupt, it becomes irrational, in other words, "crazy" or "insane" by human standards, and even paranoid and homicidal. The Space Sphere is one of three active, corrupted cores. Its key personality trait is its often-repeated desire to travel to outer space. It finally gets to live its dream of going to space when it is sucked through the portal that connects the remaining blob of conversion gel to the surface of the moon.
The Final Hours of Portal 2 reveals Valve's inspiration for the Space Core: an Oregon Coast Aquarium ad with a goldfish rapidly and repeatedly humming, blurting, and stating that he would like to go to the aquarium, much like the Space Core does.
The Space Sphere is stuck in space, and is later known for getting bored of space and wanting to back home. The second corrupted core, the Adventure Sphere or as he calls himself, Rick speaks like a stereotypical tough guy.
Upon seeing Chell, he starts to swoon over her. He even tries unsuccessfully to convince Chell to take a "lady break" while he deals with Wheatley.
He is the first core to be sucked into space as after shooting a portal on the moon if one looks closely, they can see Rick fly off of Wheatley and into space. The Fact Sphere is the third corrupted core.
Referred to as core 3 in subtitles. It constantly states several random, twisted, and not entirely true "facts" related to history, the current situation, as well as subjective facts about how amazing and handsome it is. The Fact Sphere is the only core that managed to stay attached to Wheatley during the ending cutscene where Chell shoots a portal on the moon but is unseen. The following expresses cores that serve a different purpose altogether: cores that are neither corrupted nor are personality cores.
As Chell did not follow GLaDOS' instructions to "place the device on the ground, then lie on [her] stomach with [her] arms at [her] sides" which was described as the "party escort submission position", it is presumed that the Party Escort Bot was required to travel to the surface in order to retrieve her and "escort her to the party". Turn to the right to see panels being transported along the ceiling. Shoot the orange portal at those panels to cut the other four lines. When all eight lines are cut, go back and head into the room where Wheatley is.
Enjoy the cinematic. This is just a cutscene. Head up the stairs and into the hallway. A flickering light shines on a panel in the distance. Drop a portal on it, then place the other nearby and go through. Open the door.
GLaDOS traps you and transports you into her chamber. After she fails to kill you with turrets, she brings in a tube through which she intends to pump in neurotoxin to kill you, but Wheatley tumbles out instead.
Pick him up, and after a moment a socket will appear. Plug him in. After a few moments, a room will open up with a pedestal button called the stalemate button in it. GLaDOS will use movable platforms to try to prevent you from entering. Portal into the room using those panels. GLaDOS still has a ring of platforms blocking you from the button.
Portal from one side of the room to the other, allowing you to reach the button before GLaDOS can get her panels in the way. Por favor consulta el manual. Please consult the manual. In which you have a chat with a spud at terminal velocity, discover old Aperture Science, meet a crazy dead man, and learn about the first type of gel. Another cutscene.
Walk through the debris until encounter a concrete wall in front of you. Use it to portal past the fence on your right. Upon emerging on the other side, look up and to your left to see another panel. Walk through the opening in the wall and turn left.
Continue until you come to another concrete wall. Use it to portal to the platform that you see above the fence on your right. Drop down from the platform onto the raised walkway. Turn left onto another raised walkway and past the signs telling to you stay out, until you reach a wall with locked doors in it. The game hints that you might find zooming useful here. Look up and to the left to see a distant concrete panel near a catwalk.
Shoot a portal there, then turn around and use the wall on the other side of the fence to portal over to it. Portal down to it. You are now on the ground on the other side of the locked doors.
Drop down to the lower level and walk past more signs. Keep going until you find a lever in front of a giant vault door. Throw the lever and a gate will open, letting you proceed. Each contains a small button that operates the vault door, but both must be pressed within a few seconds of each other to do it. Press one button, then quickly go through the portal and press the other. Drop down from the control booth and head over to the opening vault door.
Go through the smaller door. Go through the door and turn left onto the catwalk. Walk up the stairs at the end, then turn left and walk back the direction you came on the upper level. Throw the lever to open the door. Look up and to the right to see an office area. Walk halfway along the support structure at the left, then turn and face down. Then look to the right and shoot the other portal in the slanted concrete surface you see there.
Jump through the first portal to get flung up through the Aperture Science Innovators logo and onto the broken catwalk. Enter the door and pass through the lobby to the door on the other side. Jump across the break to land on the platform ahead of you, then get in the elevator and hit the button to go up.
This is your destination. At your left is a concrete wall, but off in the distance you can see some catwalks near three metal doors. This will get you halfway to earning this achievement. Then go back through the portal to the elevator. Zooming in on the metal doors, put a blue portal on the slanted part above them.
Then turn around and go down one floor via the stairs. Look down the elevator shaft and shoot an orange portal at the bottom. Go through the door. Head into the control room and throw the lever on the machine. When the gate opens, shoot a portal in the wall at the end of the catwalk.
Above it is a support structure. Portal up to stand on that structure. Look to your upper right to see a catwalk; portal up to it and exit the room.
Walk along it to another catwalk. Walk through the fizzler and into the elevator. Walk along the catwalk and through the fizzler into the first test chamber. Jump into the pit with the blue repulsion gel and bounce across to the other side. Portal up to the platform on the left.
Ignore the button for now. Across the room is another platform with a pedestal button. Jump into the gel pit; from this height you should be able to bounce over there. Press the button to release a cube. Jump down and get it, then bounce across the pit and go through your portal again. Drop the cube on the button to open the exit, then bounce across on the gel and go through. As you head up the stairs, shoot a portal at the panels you see on the upper level.
Turn left and use the wall there to portal up. Head to the left and drop onto the catwalk stairs. Go up and through the door into the next test chamber. As you enter, look to the left to see a moving gantry near an alcove with a cube in it.
Also notice a couple of portal-accepting surfaces above the track. Walk onto the gel patch and jump up to the platform. Shoot a blue portal on the nearby wall and an orange portal onto one of the panels above the gantry track. Drop onto the gantry through the portal, ride it to the alcove, and take the cube. Jump down, walk back onto the gel, and bounce up to the the platform where your blue portal is. Drop the cube, turn around, and shoot an orange portal at the wall at the platform across the room, where the button is.
Take the cube through the portal and place it on the button. This flips a panel on the wall so that it can accept a portal. Shoot a blue portal at the newly-flipped panel.
Portal through and bounce off the gel to land on the other side. Walk through the fizzler, then jump against the blue gel on one of the walls. Bounce back and forth between them until you reach the other side. Take the cube, return to the previous platform, and drop the cube on it. This flips another panel in the first room.
Go back through the fizzler and look to your upper left to see the new flipped panel, directly opposite the exit door. Shoot a portal at it. Look down and left to see the first platform you bounced up to.
Drop down onto it, then shoot the other portal at the wall. Hop through, bounce off the gel and land on the opposite platform. Go through the door and on to the elevator. Drop down onto the platform below, then cross to the other platform by walking on the twisted metal support. Upon arriving at the other side, turn to your right and find the pillar that is closest to the elevator from which you emerged. At the top of that pillar is a catwalk with a concrete panel.
Stick a portal up there, and use one of the ground-level panels on a pillar to teleport up to it. When you land on the catwalk, turn to the left and look down a bit to see a test chamber. The chamber has several platforms around at varying levels. Shoot the blue portal at the marked panel under the dispenser, then press the pedestal button and watch a gel blob land on the floor at level 1.
Drop into the blue portal to move to level 1, walk onto the blue gel, and hop up to level 2. Note the arrows on the ground pointing towards the exit. Stand between the arrows and look in the opposite direction.
Below that is a platform at your level. You are going to bounce across the gap and through the fizzler by painting a path of gel to it. To do this, put an orange portal on the floor at level 0, let a gel blob fly up, then move it to another spot so that the airborne blob splats onto the floor.
Put the orange portal on the angled panel and watch the blue gel fly across the room and land past the arrows pointing at the exit. Walk to the side of the fizzler and look down at the floor at level 0. Shoot a blue portal down there and jump into it. Chamber 04 is going to require a timed response, so take a moment to look things over. On the other side is a water flow and a higher platform.
Shoot a blue portal under the gel drip, and shoot an orange one at the floor under the button. When the gel flies into the air, move the orange portal to the panel behind the grate so that it splats on the floor under the button. You will observe that the subsequent gel drips fly through the grate and land at the base of the water flow, getting washed out immediately.
Hop on the gel spot under the button and press it in mid-air. This will stop the water flow for a few seconds. Quickly stand straight again and walk over to where the water flow was.
Momentarily a gel drip will land there. Use it to hop up to the platform. Walk through the exit. Look up to see high concrete walls with support structures near the ceiling. Portal up to stand on one of those structures. Look down and to the left, and shoot a blue portal on the angled panel.
Shoot the orange one under the gel drip so that it paints the opposite wall. Look straight down and move the orange portal on the floor there. Jump into it to bounce off the gel patch on the wall and up to a higher platform. Walk through the fizzler. This next area looks more complicated than it actually is.
Go up the stairs around until you can look back down into the chamber you just left. Shoot a blue portal under the gel drip. Shoot an orange portal on it.
This will throw paint on another angled bit across from it. Look down to see a paneled floor below you. Shoot a blue portal there and jump in. You should bounce off the gel patch and land on an upper catwalk.
Walk around the right side of the pillar and look up to see a higher catwalk. Portal up to it, then follow it into the next test chamber. Save here.
Shoot a portal on the ceiling directly over it, then shoot the other portal under the repulsion gel flow. The box will get painted, bouncing around until it smashes its way out of the box. If it hits the ground, reload and try again. With the painted box in hand, put it under the water flow to wash off the gel. Then go place it on the button. This will lower a lift, but not all the way to the ground. Using the same technique you used in Alpha Test Chamber 03, paint the floor next to the lift, then bounce off the gel patch to land on the lift.
It will get painted and bounce off the button, raising the lift to the top. Head for the elevator. Drop a portal on it, then head back out to the catwalk and look to your right. Portal over to it and go through the door. Look high up in this room to find some catwalks. Portal up to them. Look down from the broken part of the catwalk to see two concrete patches on the ground. Shoot a blue portal in the closer one and an orange portal in the farther one.
Notice that the orange portal orients itself perpendicular to the other one. This will cause you to face the wall opposite the control room when you come out of it. Jump into the blue portal and look up at the wall to see another concrete panel. Shoot a blue portal at it to get flung into the control room.
You may have to try this a couple times to get it right. Throw both of the levers in the control room, then go through the fizzler and out the door.
Look up at the upper left to see a large control room and a smaller office above it with a catwalk leading to it. Portal up there. Activate the button panel next to each one to earn the achievement. Go through and look around. Head out to the office and exit onto the catwalk. Drop through the blue one to be flung up to the control room. Enter to scare the bird away, then pick up PotatOS. Picking up PotatOS will trigger the button underneath and open the gate blocking the elevator.
Head back out to the catwalk and face it. Then turn to face the wall and look up. Place an orange portal as high up on that wall as you can, then turn and jump into the blue portal.
In which you encounter two more types of gel, endure much snark from PotatOS, learn the secrets of her past, and climb out of the salt mines. Take a moment to look at the items on your side of the chamber. Up on this platform is a pedestal button which activates a dispenser. Put a blue portal on the panel facing the ramp, and an orange portal on the panel above the platform. Go through and stand on the grating. Shoot an orange portal at the panel below the dispenser, then press the pedestal button to spread gel along the track to the ramp.
Shoot a blue portal at the panel on the ceiling above the platform, then hop down and stand at the start of the track. Run along it and up the ramp. Pass through to land back on the platform. Drop a blue portal under the dispenser and press the pedestal button. This spreads gel across the hallway. Put the blue portal back on the panel above the platform, then hop down and run off the ramp again.
Head into the hallway and move to the end where your orange portal is, then run to the edge to land in a smaller hallway. Shoot one portal through the hole, then turn around and shoot the other at the wall. Go through, pick up the cube, and come back out with it.
Portal back across to the gel-painted hallway, bringing the cube with you. Then portal across the chasm with it and drop it on the button near the ramp, which will raise it. Run down the track and off the ramp to land on a higher platform above the hallway. Shoot a blue portal on the panel, then shoot an orange one on the panel facing the ramp across the chasm. Walk through and go slowly to the ramp, without jumping off. Turn around and run along the track back through the orange portal.
When you reach the top, push the button to open the exit. If so, just run along the track and off the ramp to return. On the left in this hallway is a gap, through which you can see a panel. Shoot a portal onto it, then use the panels on the right wall in the hallway to portal over there. Turn right and enter the small observation room there. Look at the painting on the wall to earn the achievement. Then go back through the portal. The painting portrays Cave Johnson and a woman.
While the woman is not explicitly identified in-game, it is almost certainly Caroline. The next test chamber contains both repulsion and propulsion gel dispensers.
Across the chasm is a tower with a panel on it. Shoot a portal there and drop the other one under the orange gel dispenser. Press its corresponding pedestal button to paint a track of orange gel up to the edge. Above the edge is another panel. Put a portal on it, then put the other one under the blue gel dispenser. Push its button to make a splotch of blue gel at the end of the track of orange gel. Run along the track of orange gel and bounce off the blue gel to land on the tower.
Walk around it on the catwalk to see the exit. Put a blue portal on the lower one and an orange portal on the higher one to access the upper catwalk. Walk back around and shoot a blue portal on a panel over on the platform where the dispensers are.
Go back through the orange portal to arrive back on that platform. Shoot a blue portal at the panel on the tower, then run along the track of orange gel as before.
Walk down the stairs and look around. Nearby are two dispensers which alternately drop blue and orange gel. Beyond them on the right you can see a platform with two panels, one angled one above another straight one. Shoot a blue portal on the straight panel and an orange one under the orange gel dispenser to cover that platform with orange gel. Drop into the orange portal to end up on the runway. Head to the end, then turn around to face the blue portal.
Shoot the orange portal on the angled panel above it, then turn to the right and shoot the blue portal under the blue gel dispenser. This will cause the gel to fly over your head and paint a high metal plate behind you.
Move the blue portal back to the panel directly in front of you, then run down the runway and through the portal. One is further away and up high. One of the sections contains a button which controls an arm holding a panel which is held above the other section. Take the cube and look down over the edge to see a platform below you. Hop down to it, then portal over to the arm platform, on the side with the button, taking the cube with you. Look to the left to see the runway platform and portal up to it.
Looking back to the arm platform, put a blue portal on the panel on the floor of the platform, directly below the one held by the arm. Turn to the left and place an orange portal under the blue gel dispenser. This will splatter blue gel on the panel held by the arm. Portal back over to the box on the arm platform and put it on the button.
This turns the arm so that the blue-painted panel now faces up instead of down. That done, go back through the portal to end up on the runway again. Go to the end of the runway and face the two panels. Put one portal on the flat one in front of you, then turn a bit to your left and put the other one on the panel in front of the ramp. Run down the runway and through the portal. Walk through the fizzler, turn left, and look up. Walk through the upper fizzler and notice the sign pointing towards the gamma pump station, high up on the wall.
Portal over there and walk through the fizzler. Notice the pistons situated above the catwalk. Rather than walking over there, use the nearby panels to portal yourself into the control room. Activate all three levers, then use the portals to return, bypassing the now-active pistons. This is conversion gel , which makes any surface it paints accept portals. Here you are faced with the last fight in Portal2, if you read on you will find the solution how to fight Wheatly, but it's better if you try on your own at first and only read on once you are done or you cannot make it.
And he even throws bombs at you. Flee under the pipeline with the grey gel here and Wheatley will shoot at it and destroy it. And now we can even use portals in here. So put one portal in front of you and another portal high up to the panels up there around Wheatley. His bombs mostly go down a little bit in front of you, so just stand behind a portal on the ground with a good distance to him. The morse code led to a Portal-themed bulletin board that had to be accessed via a phone line and a 56k modem.
Valve went as far as to change the ending of the original game, adding a small sequence that suggested the escaped Chell was being dragged back into the facility for further testing.
As players picked apart the clues they were given logins and passwords to a website that let them download Portal 2 concept art. It was a lot of work and only really resulted in a few hours being wiped off the launch time, but it did gather a huge number of participants and boosted the sales of a number of indie titles. Valve famously hired the team of DigiPen students who made Narbacular Drop , a game about navigating levels with portals, to make Portal.
A third gel, that allowed the player to walk on any surface it was applied to, was tested for Portal 2 but cut for the final release. A small sphere with tethered controllers that could precisely track your hand movements.
Valve supported the release of this forgotten nunchucky controller with a large level pack released for Portal 2. You could stretch out the cubes that fill Aperture Science, creating bridges from the expanded boxes.
It expanded the Gravity Gun capabilities of the Portal device, too, letting you move objects across larger spaces simply by reaching out. The tracking enabled players to precisely aim lasers around, and slide portals all over the walls. Here, have a peep. VR has been a good place to continue to play Portal 2, albeit without any portals. Valve used the game as a jumping-off point for a number of VR tech demos. The Lab is set in an Aperture Science pocket universe.
Moondust is a small playground filled with Aperture equipment set on the moon.
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